Thread: 50 POINTS
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Unread 06-02-2013, 13:59
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Re: 50 POINTS

Quote:
Originally Posted by sircedric4 View Post
We actually looked at what you are saying as an advantage in our calculations for our strategy. We figured a team that had an awesome frisbee shooting capability would have a huge target on their back. Now you can only carry 4 frisbees at a time and then have to get them from somewhere giving the other team a chance to defend you. You can also be defended while trying to shoot. Since you will be making many full field trips, there are many more chances for a team to keep your score down.

We built our robot short so it could drive under the pyramids and not have to worry about "dead zones" and we only have to make the trip across the field one time. A defender or two has to concentrate the entire game to not let us by, and which is easier, them getting lucky the whole match, or us getting lucky and across the field ONE time? The pinning rules and safe loading zones should easily allow one round trip. And we seriously hope you try and defend us when we are touching our pyramid since that awards a 30 pt climb automatically which will add to the 30 pt actual climb of the robot and 20 pt dump. (Our 50pt robot just became an 80 pt one)

I think any 30pt climber, 20 pt dumper will be difficult to just lock out of the entire match without occuring penalties or tying up 2 of the other teams robots. And those two robots defending are not scoring themselves still giving your alliance an advantage. It's a team game, and if my one robot focuses your attention so much that my other teammates can score enough to win then I still come out ahead.

That's just how we saw it when we did our strategy meetings. YMMV. :-)
Huh. First, it seems we have very different identifications of 'dead zones' and how to play defense. (Tying up a climber in no way distracts me from bogging down a shooter--actually it's kinda nice compared to some other options.) Granted, defenders you get in quals may not be as prepared, but at the same time I think you're overestimating the probability facing many qual alliances where all/most robots should be scoring for most of teleop. Playing extra D is does not disadvantage most qual alliance (if it's a disadvantage at all, it's just the schedule-based.)

I'm confused as to how you skipped from shooters 'can be defended while trying to shoot' to 'I hope you defend us while touching our pyramid'. Regardless, main scorers (at least as the game matures) shouldn't have to go anywhere particularly defensible to get disks, not even once. Of course, this goes both ways, so if you're ready you can flip the dynamic of the defense against you. Anyway, defending at the pyramid isn't just a terrible idea because it's illegal--if they waited that long, they should really be doing something else with their time anyway.

To clarify, I'm not saying a 50-point climb is a bad idea. We're designed as a 50 point climber. My point is that teams need to put significant thought into what they'll (intend) do the rest of the match, and how the opposing alliance will react. I expect prepared 50-pointers will be able to make the circuit in acceptable time, even under defense. Obviously we intend to do so. (Though as I said, I know a few defense specialists that'd just enjoy quals trying.) In elims, there aren't many situations where even trying to change that is useful. (Though there are some with qual-style carryover) On the contrary, I'd much rather make the opportunity cost of you doing any other significant play unacceptably high. That's what would need to be countered.


*I've never played in Louisiana

@Auto45, if you were kidding, I think you're missing a traffic option. (If not, well then yeah, basically.)
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